You know what that means for pvp, right?
I’m waiting for the nerf cry. 
Edit:
But we can’t let one thrall with over 3 melee dmg multiplier serve as example.
First, you’re either very lucky or you’ll have to sacrifice Sepermeru several times to get him with a decent hp via Elixir of Rebirth. Sometimes, when the stars don’t align, this same thrall can be quite fragile as his base health is 450 or something.
Second, this is one boss, not a mob that can get the thrall stunlocked.
So, there’s that.
On the bright side, it was this clip that reasured me thralls might be ok.
3 Likes
They’ll be fine, they may need to drop the setting from 50% to 25% though. Admittedly taking a 900+ hit even at 50% would really really suck.
1 Like
It will one shot players on light armor easily. I can only imagine the reaction after all the fuss about Teimos. With the right gear and perks, Tugra can walk Teimos (the old one) to school.
1 Like
Xevyr
107
Exactly! Thralls are just as susceptible to infinite stun-lock now as enemy NPCs.
You saw the other video without authority where the boss summoned some skeletons, I had to get those off him, but after that he did just as fine.
And you also saw the other video of someone testing a berserker there with way more HP, but they lost it because they didn’t get the skeletons off in time so it got stunlocked into infinity. 
2 Likes
Wich is a problem for solo players during purges, @Xevyr . It doesn’t matter if they are in the base premises. You can’t defeat 9 waves of a cimmerian swarm without A LOT of help from your thralls, no matter how good you are, let alone capture thralls. You need tanks for that. Where are they?
So, we will see…
3 Likes
Slap
109
tottaly agree with you! I think a Beta test is for test thing and se the opinion of the clients and have you seeing anyone that liked the stamina changes of the beta?
Slap
110
I wanted to take a moment to discuss the upcoming Age of War update in Conan Exiles. As someone who recently joined the game just a few months ago, one of the main reasons I purchased it was because I wanted to experience the thrilling gameplay of being a sorcerer. That’s why I was excited when the Age of Sorcery update introduced a range of enticing features, such as the ability to sacrifice life force for powerful sorceries, summon demonic mounts and followers, and wield darkness and thunderstorms as weapons.
However, it appears that with the upcoming Age of War update, the developers are making significant changes that may alter the core essence of the game I initially invested in. I never intended to play a mere imitation of a Dark Souls game, and it concerns me that these alterations might take Conan Exiles in a direction I would never have chosen.
To elaborate further, it seems that one of the primary concerns players have is the stamina and rebalance changes. These modifications may not only impact the gameplay experience but also jeopardize the enjoyment of combat and character progression. Many members of the community have expressed their dissatisfaction with these adjustments, as they fear it will diminish the unique aspects that initially drew them to the game.
It’s essential for us as players to voice our concerns and make sure our feedback reaches the developers. After all, we are the ones who have dedicated countless hours to exploring the Exiled Lands and Isle of Siptah. I have invested more than 800 hours in just one year.
Let’s remember the captivating journey we embarked upon during the Age of Sorcery, where sorcerers were granted incredible powers and a world full of possibilities unfolded before us. Now, as we enter the Age of War, it seems crucial to communicate our reservations and ensure that the core elements of the game we fell in love with remain intact.
2 Likes
The stamina changes start to feel good when you have 150 stamina or more(that’s 5 in grit and kuraks legs). Also because most creatures have had their health reduced you can kill most everything(not bosses) in a combo or less once you acquire legendary weapons.
It does not feel good if you want to run heavy armor with a heavy weapon with 100 stam, you will sit for up to 2 seconds waiting for stam to start regenerating due to negative stamina and armor penalties when you run out in 3 or less heavy attacks.
1 Like
By all means, express your reservations. I just can’t help but notice that over the years, many things have been changed that were allegedly going to destroy the game and drive people away, yet after a week or two of playing, most people adapt, more players join and the chorus moves on to the next “unacceptable” change… and the cycle repeats. All the while, the player numbers steadily increase… In the end, I just don’t see the majority of players making a make or break decision based on the stamina changes and the weapon rebalancing. PVP will just shift to the new min/max, and PVE and RP will still explore and collect/build to their liking. Eventually, these changes will illicit the same reaction most have when someone mentions heavy roll or animation cancelling. Personally, I’m ambivalent on the change because what I love about his game will always be here. If Dennis says he felt the need to do it, that’s fine by me, because if he has plans for the future of the game that require it, the part that matters to me is “future of the game”. That’s all I need to hear.
2 Likes
Xevyr
113
thankfully there is already a separate server setting for that
So they can tune damage done by thralls to players independently of damage by thralls to NPCs.
Currently both are set to 50% in AoW though.
Hum… then why tweaking the multiplier up? Why didn’t they just made it 1.5 and kept the slider at 1.0, @Xevyr ?
Because if it goes live like that, it would mean thralls will deliver about the same dmg they deal now, weapon stats being equal, but with a lower hp.
Can you explain me where’s the sense in that? It’s not a rhetorical question. 
Xevyr
115
Because the data that makes up their multiplier is also partially used by their unthralled versions.
They wanted to make humanoids hit harder in general… so they doubled the multipliers but set thrall damage to half… (they could have done this elsewhere too which would’ve avoided having to cut down damage in the server settings, but they went for this simpler solution I guess) Ofc they did some random tweaking here and there… khm… cannibals…
But the large portion of the new damage is actually coming from Momentum, since the base damage almost doubled… the multiplier just makes it that much prettier
You misunderstand…
…
My video of Thugra was already made with the 50% setting 
Can you tell me what’s the formula for melee dmg, @Xevyr ?
I thought it was [(weapon dmg + bonuses) × melee dmg multiplier] × slider value
In example, a weapon with 100 dmg, 0 bonuses would do 150 dmg if held by a thrall with a 1.5 multiplier in a server with the slider set to 1.0.
Let’s leave dmg reduction aside for simplicity.
So, how is it?
Xevyr
117
It’s complicated, a simplified version is there on the wiki 
An important part that this doesn’t quite cover is that “Weapon Damage” already goes through some processing based on which step of which combo you are using (that’s how different attacks in the combo chain can have different damage)
Explain complicated if you don’t mind, @Xevyr . My math skills are not all that poor.
If you know how dmg pre dmg reduction is calculated, can you tell me, please? Just give me the formula and I’ll understand.
Ok I saw the simplified formula and it’s easy to understand. I was thinking before the AoS changes, perks etc.
Now, can you give me the complicated formula if you know it? 
Xevyr
120
Well that’s the jest of it above, you can pretty much follow that through, no? 
The math part isn’t more complicated than that… just all the various checks and stuff that needs to be done to get all the right bonuses… you know… perks and buffs and whatnot.
But the above should give you a pretty good idea with the clarification I made about weapon damage. In the case of the mace that varies from 1-2x so some attacks have 1x the damage written on the weapon… others have 1.5x… and some have 2x… Also in AoW heavy damage differs from light, and you can’t actually see that… it’s 94 (+5 with modkit) on Momentum.
So bottom line… some attacks are going to be the equivalent of smacking someone with almost a 200 damage weapon plus all the bonuses.
1 Like
Yes, I saw you mentioning it already. It shows in practice.
I would really like to know how is it calculated because you can be sure I’ll do the math for my favourite thralls. 
Yes, I understood how it works. About the diferent dmg from atrack chains, LA and HA, can we know the numbers? I mean, can you through the dev kit?
I don’t mind at all runing the numbers to know exactly the dmg my favourite thralls do and then combine it with dmg reduction, status effects etc to know exactly how much damage my thrall is doing. I love calculating that sort of stuff, just to know.
If I understood you correctly, the different values in each strike in an attack chain depend on the weapon, right? Because that means a weapon that apparently might not be the best, can be a beast if its combos scale dmg greatly, while other with more base dmg can be worse if the value remais similar during combos. Those characteristics would be awesome to know about each weapon.
Slap
123
The thing is not only the changes but the aproatch too! see this: